Fearann History

From World of Charun

The people of the Wild Hills were always clan-centric and fractious, but recovered from the Cataclysm in reasonable shape and looked like they might be in a position to unify into a strong, centralized state under Cadman, son of Brian. Under Cadman's leadership the Hillfolk survived the Old Land Stand war against Kanjo, albeit with horrible casualties and widespread hunger, and this made them a relatively easy target for Narghal. Its people still rebuilding from the previous war, they were in no condition to undertake a defensive war against the ancient might of Narghal, and the majority sought terms rather than risk further bloodshed or an uncertain migration which might have resulted in starvation.

Subsequent events radically changed the remaining Fearanni, to the point that no kinship is recognized between the Fearanni and the A'Soar.


Timeline

367 - The majority of the Hillfolk return to Fearann, accepting the rule of Narghal.

382 - The Comhairle council of Hillfolk elders still exists, but has effectively become a rubber-stamp for whatever Narghal wants - as the population of the Fearann is no longer in a position to dictate terms. Tur Alhmar is built.

387 - Vampire Priests of Zimara sense an opportunity to wrangle themselves political supervision of the Comhairle, and pull off permission to ride herd on the humans. Torture of Fearann suspected of disloyalty (or simply stated as such) becomes common.

395 - Cavers remaining in the region are put through a brutally-Darwinian intelligence test, as those who are inconvenient or not worth putting up with are put down brutally by Narghal, sometimes to the benefit of the Fearann, sometimes just for the fun of it. Cavers who are unable to adjust to the new reality are either dead or else have migrated southward in search of easier pickings. Massive migration of both Urmen and Cavers alike south across the Old Lands resulting in strong conflicts between Urmen and Atalheim -- most humans generally unaware of cause.

401 - Vampire priests of Zimara have effectively divided up the Fearann into fiefdoms (and are very careful not to antagonize the Narghali government) where they can inflict constant physical and psychological torment on the Fearann.

402 - A Zimaran priest makes a terrible mistake resulting in the release of the "Blood Fever" supernatural necromantic disease, not causing actual vampirism, but effectively resulting in the insanity of the victim.

404 - Blood Fever raging across the Fearann gets so bad that the responsible Zimaran is staked, her coffin burnt, and her body left impaled in the sun to be slowly torn to pieces as a message to other vampires. Various "regional administrators" are assigned to fix the screwups. Vampire's staked heart is still on a post to this day

405 - Aide to executed vampire "goes rogue" and purposefully creates "least vampires," which promptly go berserk, slaughtering isolated farmsteads and most of the remaining cavers alike in the night.

406 - Dhazzir can't catch vampirism from humans and are generally immune to disease, and thus can ally for convenience with Narghal. Neither can they catch "blood-fever" from a human. Thus, the Dhazzir are caught completely off guard by the unexpected fact that cavers can not only catch the disease, but shockingly, they can also pass it to the otherwise completely disease-resistant Morail.

407 - The Dhazzir take horrific losses before figuring out what's happened, and retreat underground, keeping only a token force on the surface. Surfacer Dhazzir are now executed on-sight if they are noted to be acting irrationally, making the surface a decidedly undesirable duty station.

The A'Soar cease to bother keeping tabs on the region, considering the Fearann "legally destroyed, an abode only of monsters, madmen, and misery."

415 - Most farmland in the Fearann is semi-centrally administered by small farming villages - isolated farmsteads are a thing of the past, as least vampires and Blood Fever Men prove able to overrun them. Native Fearann Zimaran population, on the decline for the first few centuries in this age, now on the rise under the active supervision of the surviving vampire-priests. Merchants and Scholars consider Fearann's economy and trade to have completely collapsed, with the Fearanni barely able to sustain themselves in both food and goods.

440 - Population collapse is reversed solely by means of new law mandating the torture and blood-sacrifice of any individual who has not borne and raised offspring by age 30. Rash of baby-kidnapping occurs. Zimaran bloodthieves now common in Fearanni population.

445 - Bloodthieving a widespread and accepted practice -- anybody outside of your clan is now considered a legitimate target. Talewood now subject to constant bloodthieving raids. Fearanni population stabilized, but infant and child mortality rates are horrific at 75% and climbing.

454 - Worgs now also infected with blood-fever, and prove to be very effective carriers. Regional agriculture has collapsed, with land farmed solely around fortified towers and caves. Old ruined farmhouses, towers, and other buildings are full of goods for the taking. Nobody cares, as they're full of horrors and left alone by all but the most foolhardy. Animals are driven indoors at night and crops left alone, even if set on fire, until the sun shows up.

464 - Talewood expanding northward. Wildlife booming in the absence of farms and hunters (who go no further than will let them make it home safely that night), though only the most feral and powerful do anything but hole up to hide at night.

480 - By day, a traveller could be forgiven for thinking that the Fearann was a fairy-tale land of lush hills, stands of heavy forest, and picturesque ruins, all haunted by magnificent varieties of animals. Except that the humans are more likely to hold you down and drain your blood than to say hello. Humans now live within easy reach of "official" vampires, and required to provide hospitality to visitors, the standards of which vary clan-by-clan.

All human settlements are now either dug into caves or built as fortified towers with central halls sufficient for bringing animals in and out depending on the time of day. Some keep traditional measures of hospitality, others consider letting guests into the fore-chamber and out of the night, while not taking their blood, to be a sign of tremendous forebearance and patience. Settlements are just barely close enough to each other that one can cross from one to another in the daytime. Servant-class vampires now openly administer Fearanni society.

At night, however, the Fearann turns into hell on earth. Only the foolhardy, the insane, or the already-undead venture out of their doors once the sun goes down.


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